Every visual and pick material of every geometry type, per primitive
variant and per backend — the constructor table the draw/pick conformance
probes iterate.
A "variant" is a shader-source pair chosen at construction: lines build a
screen-space quad or a capsule program; the other types have one shape each.
Record<GeometryTypeName, …> makes a new geometry type a compile error here,
and the draw/pick rule table (tests/_conformance/pick-visibility-rules.ts)
is keyed by the same variants, so a new variant shows up in both.
Every visual and pick material of every geometry type, per primitive variant and per backend — the constructor table the draw/pick conformance probes iterate.
A "variant" is a shader-source pair chosen at construction: lines build a screen-space quad or a capsule program; the other types have one shape each.
Record<GeometryTypeName, …>makes a new geometry type a compile error here, and the draw/pick rule table (tests/_conformance/pick-visibility-rules.ts) is keyed by the same variants, so a new variant shows up in both.